#oneaday Day 770: Motivation: the Sergeant-Major vs the kind voice

At therapy today, we were talking a bit about motivation, and how I feel like I've been struggling with it a bit of late — particularly when it comes to things like diet and exercise. One conclusion that I think we came to was that I am much more likely to be motivated to do something if I am kind to myself about it — and understanding of the fact that, while you might have grand long-term plans to achieve something that is well worth achieving, getting started will probably be quite a slow process.

To take exercise as an example, it's easy to say to yourself "I should exercise for at least half an hour at least three times a week" and then immediately feel like a failure the moment you don't manage to achieve that. (I am aware that is not very much exercise by some people's standards, but it's just a hypothetical baseline for the scenario I'm talking about here.) Setting yourself unrealistic "minimum" targets and then feeling bad when you fail to achieve them is not the way to develop long-term, healthy, sustainable habits, because you come to resent your unsuccessful attempts to live up to the completely arbitrary target you have set yourself, and end up not doing anything as a result. And with anything worth doing, doing that thing a little bit is always, always better than not doing the thing at all.

When I was talking about this, my therapist pointed out that I had a clear shift in my tone of voice. I was speaking purely in abstract terms about how my mind approaches such things, but I had subconsciously shifted to a rather stern-sounding voice (which she described as "the Sergeant-Major") when talking about not being able to meet those "minimum" expectations. And it's true; if you constantly berate yourself for not achieving something, that is, for most people, not a way to motivate yourself to achieve that thing. (It may well work for some people — I am not one of them.)

Conversely, when I think back over the times when I have had the most success getting myself to achieve something — or the times when I've been most convinced by another person to do something — it's always been when kind, gentle encouragement is on offer. A recognition of the fact that something might be difficult, at least to begin with, but a calm suggestion that I at least try something and see how I get on — and if I'm not able to achieve the Grand Target right away, that's fine! Taking a first step is still a step on the road to success, and however small that first step might be, it's better than stumbling so hard you decide the whole thing just isn't worth bothering with at all.

So this is something for me to work on. Acknowledge my successes. Take things one step at a time, a little at a time. Track my progress to celebrate my achievements, not to measure up how close I am to an arbitrary target that ultimately means nothing to anyone but myself.

Because, frankly, I can do that. Look at the post number on this post. Contemplate the fact that this is the third time around on this train, and I have successfully been motivated to do that day after day. This is exercise for the mind. Exercise for the body can be achieved in a similar way. One day at a time, a little at a time, until you wake up one day and you've achieved something that is important and worthwhile to yourself. Others may not recognise your achievement in the same way, and that's fine! It doesn't matter. So long as you have achieved something that you, yourself, find fulfilling, you have succeeded. And you can build from there.

To quote Soul Blazer, which I finished recently (and wrote about! and made a video about!): "Like good sleep comes after hard work, good rest comes after an honest life." I'm not planning on reaching "rest" any time soon, of course — touch wood and all that — but I do, honestly, want to ensure that I have no regrets. And living that honest life comes by taking things one step at a time, recognising your achievements every step of the way.


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#oneaday Day 769: Sample CDs and sonicfunkstars

I finally got around to doing something I've been meaning to do for ages today: (re)install my myriad CDs of music samples so I can have a play around with something like ACID Music again. (I don't even know if the copy of ACID Music I own still works, but it's worth a go, surely.) I say I got around to it. I got around to starting it. Because it's been a slow process.

Pete naps while waiting for a slow disc reader to do its thing.

There are a couple of reasons this has been a slow process. Firstly, I'm using a cheap-ass USB DVD drive, which I think is knackered. It's developed that particular trait that cheap-ass and knackered technology does where just breathing anywhere near its USB cable causes it to disconnect and then reconnect again — which, when you're talking about a storage device and attempting to get media off it, is not ideal.

Secondly, these CDs must be more than 20 years old. This is part of the reason I'm looking forward to having a play with them again: any music created with them will be so gleefully anachronistic that it will be an absolute delight. Back in the early 2000s, when I first got them, they may well have sounded clichéd. But now! Now they will just sound dated and stupid! And I live for dated and stupid.

The CDs in question were part of a range of packs that the "eJay" label put out, ostensibly (I guess) as an option for those who wanted to move on from the super-fun but rather simplistic Dance, Techno and Hip-Hop eJay sample sequencers, each of which came with a bunch of their own samples. These ones, meanwhile, covered a wide variety of different styles, including various forms of dance, house, techno, hip-hop, trip-hop, alternative, grunge, pop, industrial and many others. It always used to be a great joy putting mismatching samples together to see what happened, and I'm sure that's going to be even more fun now a lot of these "genres" don't really exist any more — at least in the same form as they did in the early 2000s, anyway.

Originally, when I first got these CDs, my school friends and I had a loosely organised collective known as "sonicfunkstars", which is still my Xbox Live Gamertag to this day. We made a bunch of silly (and not-so-silly!) tracks between us, and I get nice fuzzy feelings of nostalgia when I listen back to them. What's that? You want to hear one? Well, I think that can probably be arranged.

This is Txtr's Thumb, which I specifically composed to irritate the piss out of anyone with a Nokia mobile phone. Which was absolutely everyfuckingone at the time I made this. Its impact is somewhat diminished today — unless you have specifically set your phone up to make Nokia noises, which is a possibility, if you're one of those weirdoes who doesn't have your phone on silent at all times — but it does have a thumping beat that I was pretty pleased with back in the day, and still enjoy now. Bonus points for the unnecessary, pointless and nonsensical "lyrics". Baby. Baby! Everything, baby.

More? More.

This is Let's See Your Todger, which is composed almost entirely out of sound clips I recorded on my MiniDisc player of a Theatre Group rehearsal at university. If that doesn't give you some idea of how early 2000s we're talking… well, there you go. Also, sex noises (which weren't actually sex noises, but we thought they sounded like sex noises), which are funny.

One more, go on then. I should probably assemble all these onto a proper page at some point.

This is Good Times, which was an attempt to create the cheesiest-sounding thing possible with the samples I had available. We were into our cheese, we were, while we were at university, so I wanted to pay homage to that in my own way. It even features multiple Boyband Keychanges, just for added fromage factor.

That's a little taste of sonicfunkstars for you. At some point, as I say, I'll pull all this stuff together and archive it properly, along with the stuff I worked on with a pal during teacher training under the name Angry Jedi. Yes, indeed, the source for the original URL of this blog. But I think that's probably a tale for another time at this point.


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#oneaday Day 768: Sketchin'

I've been meaning to get back to doing stupid little doodles on posts for ages, but have just never… well, to be honest, I just haven't really been bothered to. Best to be honest about these things, and it's been nice seeing the stock images that kind and talented people from around the world have made freely available on Pexels, which you can access right from WordPress. But today, I thought I might as well actually use the fancy S-Pen that is stuck in the bottom of my phone, and so I did a tiny bit of research, found an actually pretty good-seeming free drawing app for Android (no more leeching off ClipStudio Paint's free trial) and just doodled a very quick thing for today.

Yeah, I know. Hardly worth making a big song and dance about, is it. But I tried to analyse why I fell off doing doodles on this site in the first place, and it was because I think I was trying to do a bit too much too soon. I thought that if I got a fancy graphics tablet and started faffing around with a fancy piece of software, then some sort of latent artistic ability would suddenly emerge and I would be able to produce something truly amazing, immediately.

Of course, it doesn't work like that. Not only does producing things that are genuinely amazing take time and effort, everyone also has their own distinct ways of working that they find most comfortable. For me, that has always been stupid little stickmen with oddly expressive faces. And so, I think for the immediate future at least, the stupid little stickmen with oddly expressive faces are back for now.

The thing I've always liked about doing the stupid little stickmen with oddly expressive faces in the past is that they make me think a little bit about what I've just written. I wouldn't go so far as to say sketching a companion doodle for a post makes me really reflect on things in any great depth, but it does at least make me think about how — and if — it would be possible to get the general vibe of the post across using a quick and dirty doodle.

Often that takes the form of a stupid joke. Back when I did three-panel comics on this blog — which I know at least one person enjoyed, but no-one else ever mentioned, so I stopped doing them just in case I was actually embarrassing myself with them — there were even some running storylines that went along with the blog posts, and sometimes the blog posts and the comic storylines would feed off one another in various ways. That was always pretty fun, actually, but like I say, outside of one once-regular commenter who I haven't seen for a long time (I hope you're well, Jud!) and my wife Andie, who bought me a large canvas print of one of my comics that still hangs above our bed, no-one ever really mentioned them, and I had no great designs of being "a webcomic" or anything anyway; it just seemed like a fun thing to do, and I had a copy of Comic Life on my Mac, so things just sort of went from there.

When you have your own site, though, I think it's important to make your own little mark on it somehow. I mean, obviously you already do that if you're writing things on it, but we are creatures that respond well to obvious visual stimuli, so if the overall look of the site helps get someone's personality across, so much the better, I say. I have tried to do this to a certain degree with the use of the Atari ST's system font for headlines — I tried putting the whole site in it once, but several commenters said it was difficult to read, and it probably was — but nothing beats a bit of scrappy artwork from someone who doesn't really do visual arts.

I've told the story of why I like drawing expressive stickmen many times before on this blog, but for the benefit of those disinclined to go searching through the archives, it stems from, as so many things do, my time at school.

I did pretty well for myself at secondary school. What eventually turned out to be an autistic spectrum condition (though I wouldn't know that until several decades later) meant that I kind of thrived in the structured environment where I was always learning things. But I wasn't, like, the school swot or anything. I had a mischievous streak, which was brought out of me by my friends — and particularly my good friend Edd, who I sat with in many different lessons.

Edd and I liked to doodle. We would doodle all sorts of things, all the time. It was one of our favourite activities — though we knew not to do it anywhere that we might get in vaguely "serious" trouble for. No drawing on desks, no defacing school property, and no doodling on our exercise books that the teacher would mark. (I must confess, however, that during one especially memorable Year 7 Humanities class, my other friend Daniel Blyth and I went through an entire History textbook and drew at least one dick on every single page. My favourite was the one that was poking out of a Roman water gourd, inexplicably shouting "I SCREAM!")

No, Edd and I would doodle on paper that we would specifically bring in for that purpose, or our "Rough Books", which I know I have talked about multiple times on this very site, so I won't tell that specific story again. But anyway. Given the opportunity to doodle, we would take it. And one of the things that we loved doodling was stickmen doing stupid things.

One of the earliest things we did with stickmen began in German lessons, which were so boring we eventually came to the conclusion that was some sort of temporal disruption around the Modern Languages department. (I successfully freaked several of my friends out by using the "countdown timer" feature on my snazzy Casio digital watch to make it look as if time was indeed running backwards.) We livened things up with "The German Stickmen", which was a four-panel comic in which two people would argue about something really stupid in German in the first frame, the second frame would devolve into them yelling "Nein!" "Ja!" at one another multiple times, the third frame would always be one of them shouting "ACHTUNG!" (like in Wolfenstein 3-D, see) and drawing some form of (usually explosive) weapon, and the final frame would inevitably involve some form of extreme violence or, most commonly, a mushroom cloud.

Over time, our ambitions for the stickmen became more elaborate. We'd already "created" (and I use the term loosely) the characters Edlock Holmes and Watson as a result of our shared enjoyment over the point-and-click adventure games The Lost Files of Sherlock Holmes: The Case of the Serrated Scalpel and Indiana Jones and the Fate of Atlantis, and when we went on holiday to Gran Canaria together, we produced an epic-length stickman comic, drawn in extreme haste and with no real care, called Fate of Thingy. This thing took on a life of its own and was rewritten multiple times, and I still have it somewhere — though I think it's missing one or two pages. The intent, you see, was to do a "rough" version of the comic using stickmen, then when we got home we'd do a "proper" one. I did, indeed, start doing a "proper" version, at one point, but we both decided we liked the stickmen so much they would become the canonical versions of Edlock Holmes and Watson. As Fate of Thingy continued to expand across multiple parts, all further development was in stickman form — and continued to be on the bright yellow legal pad Edd had acquired from his mother's workplace, until we ran out of that and had to start using bog-standard notebook paper.

So yeah. Stickmen are important to me, as ridiculous as that might sound. I have an intense, nostalgic and emotional attachment to them. And thus I think they should continue to be an important part of this blog. I will, therefore, from hereon, endeavour to provide you with a stupid little doodle to accompany each post (except when I really can't be bothered). Is that enough of a commitment for you? Well, tough shit, because it's all you're getting.

Nein!
Ja!
Nein!
Ja!
ACHTUNG!


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#oneaday Day 767: Why I continue to write in an age of AI

I read a good piece earlier that got me thinking: why do I continue to tap out words here, day after day, in an age where those odious "Generate with AI" buttons are ubiquitous, whether you want them or not? (Even here in my own self-hosted version of WordPress, I cannot escape the "Improve with AI" button that I have never, ever clicked, even out of curiosity.)

close up photo of a pencil
Photo by Poppy Thomas Hill on Pexels.com

It's a fair question. Over the course of the last eighteen years, I have written 3.35 million words on this site across 4,642 posts. (Okay, technically a chunk of those were originally posted on my now-defunct blog on Patreon, but since that effectively took the place of this site while it was active, I am counting them.) I could stop at any point. In fact, I have stopped on multiple occasions. And yet something keeps bringing me back. And, moreover, every time I come back, the absolute last thing on my mind is to get the lying, lake-boiling plagiarism robot to "write" something for me.

Because why would you do that? If you want to write, just fucking write. Generative AI isn't "democratising" the creative process, as some people argue, because the creative process was democratised the moment everyone could afford writing implements and things to write on. Moreover, if you get the stupid dumbass robot to regurgitate some vapid garbage on your behalf, you have not written that. You do not deserve any credit whatsoever, even for "engineering" the prompt. You are a lazy, feckless idiot who does not want to do something creative; you want to fill the world with more content that no-one actually wants. To quote a memorable Reddit post I saw once in response to someone like this: "best of luck on something literally no-one, including you, will read."

"Oh, but it helps for resear-" Shut up. Shut up. It demonstrably gets things wrong a statistically significant proportion of the time, thereby making it completely worthless for research by its very definition.

"Oh, but it helps for brainsto-" Shut up. Shut up. What you are talking about is the creative process. Brainstorming is part of it all! The creative process doesn't start the moment you start typing, writing, recording or using your tools. It starts the moment a little light goes on in your mind and you have a vague idea that you want to make something. It starts the moment you get a flash of a character you want to construct. It starts the moment you get the hint of a melody. It starts the moment you read something else that inspires you to want to write something on the same subject — as I am doing right now.

I do not want generative AI. I did not ask for generative AI. I have no use for generative AI. And I think people who rely on generative AI to conjure some shit up out of a vague prompt rather than writing things themselves are, as previously noted, lazy, feckless idiots who have no interest in genuine creativity. They do not care about the quality of their eventual output; all they care about is that they have produced content. Consistency of content is key! Churn it out like a good little drone! Doesn't matter if it's good or not, so long as it gets engagement!

(Aside: I will begrudgingly admit that generative AI does have some potential use cases, but only as part of a human-led workflow and only if it is not being used as a means of attempting to replace the skills and knowledge of a real person. Even then, I can't help but feel there are other, less damaging ways to achieve the same thing — often with better results. And, indeed, many things that are now labelled as "AI-powered" are, in fact, not generative AI-based — they are just using "AI" as a supposedly fashionable buzzword, apparently blissfully unaware of the growing distaste for anything labelled "AI", when what they actually mean is "computer-controlled" or "based on machine learning". The auto-accompaniment mode on the Yamaha keyboard I used as a child would probably be labelled "AI" today when it is nothing of the sort.)

I often find myself thinking about all this, considering that I write something on this site every day as the result of a self-imposed but only loosely enforced challenge — and part of that challenge is to just write something, regardless of if it ends up being any good. At no point do I feel like I am creating content, because I am not doing this for anyone other than myself, and I am certainly not doing it for "engagement". I am doing it because I enjoy it; because I find it a helpful means of expressing myself; and because, occasionally, it allows me to form a connection with another person, when something I have written resonates with them, for one reason or another.

This website has over 3.5 million words on it, but not a single one of them has come from a machine. Not a single one of them has been written out of a desire to create content. Every one of them has come out of my brain because I wanted to write them, because there was something I wanted to express, because there was something I wanted to remember or because there was something I wanted to process. This may seem like a stupid, pointless website to the casual observer, but to me, it is immeasurably valuable.

If I had sullied even the tiniest bit of it with generative AI, it would no longer be mine. And yes, I'm aware that by the very virtue of it being On The Internet, it has probably already been ingested into one or more of the AI models out there. But I'm not taking it down or giving up on this valuable means of self-expression, because fuck you, Clammy Sam Altman and Wario Amodei, that's why.


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#oneaday Day 766: Verify your age

There's a meme going around on Bluesky today where you write "verify your age" and then post something in text or image form that you remember from Times Past™. In the absence of anything particularly interesting happening today, I thought I would do a bumper crop of these in one post. So prepare to verify my age! With, apparently, a lot of things about the phone. That wasn't deliberate, but it just worked out that way.

a vintage telephone
Photo by fotokirisci on Pexels.com

Answering the phone by giving your phone number to the person who just dialled it. This is one of those things that, when I was young, my Mum gave the impression of it being really important. I always felt weird doing it, but we continued doing these even after phone numbers got longer. "Great Gransden [xxx]" became "[xxx][yyy]". (Numbers censored so you don't phone my parents, who are still at the same house and phone number.)

Answering the phone at home with a "script" to determine who is calling, please? If I felt awkward reciting digits to a mystery person before I knew who it was, I felt really awkward acting like a receptionist. I wonder how much feeling obliged to do this as a kid has contributed to my general distaste for using the telephone today.

Having a phone number that, excluding area code, was three digits long. Yep, really; we had an area code that was five digits long, and a phone number that was three. During my childhood, this changed to a different five-digit area code with a "1" as its second digit, and which covered a wider region, and a six-digit phone number.

Being able to accurately dial a full-length phone number using a rotary phone and not panicking halfway through that you're not sure if you pulled the "9" around far enough. The phone in our hall was a rotary one. While I never really liked having to use the phone, dialling it was pretty fun. If you like mechanical noises, I encourage you to go play with a rotary phone, as it makes some very good sounds.

Being able to remember at least five phone numbers that were not your own. At some point, I could remember my own phone number, my Nan B's phone number (but not my Nan D's), my friend Matthew's phone number, my friend Edd's phone number and the phone number for my school. And possibly some more. Now I can just about remember Andie's mobile number… plus my parents' phone number, which is the same as it's been for nearly 50 years (and used to be "mine" also) so that one's kind of cheating.

Having a phone that actually rang, like, with a bell, not an electronic beeper. Again, the hall phone had a proper ringer and dear Lord it was loud. Heaven help you if you were standing next to it when it rang. Interestingly, every so often I do think I hear a proper ringer phone somewhere — I believe they might use them in places like construction sites still, as that piercing ring can be heard from a mile off.

"Going on the computer" being a discrete activity rather than the default behaviour. Get home from school, do homework, have dinner. Then, if I had been "good", I could maybe "go on the computer", as long as my Dad wasn't using it for anything. I feel like we lost something when we plugged ourselves into our PCs semi-permanently — and definitely when we effectively started carrying around a tiny PC in our pocket.

Sweet treats costing less than a pound each. There was an ice-cream man who came to our school every lunchtime — I assume (hope) he had some sort of special arrangement with the school — and he sold cans of drink for 30p, and "2p sweets" for… well, you know. (You could buy a bag of 2p sweets, too. I don't think we got screwed over with those.) Nowadays you'll pay a quid or more for a can of Coke, and the same again for a basic bitch chocolate bar. Don't even get me started how a "quick trip to the shops for some snacks" can end up costing £40 or more these days.

Going to a newsagent and coming out with something paper that you can read. I'm not even sure we have a newsagent anywhere near us any more. There's a pathetic little "Magazines" section in our local Sainsbury's, but it's nothing compared to the glory days of my Mum getting pissed off at my Dad for standing around reading Computer Shopper in WHSmith rather than actually buying a copy. I internalised my Mum's objections and preferred to buy a magazine that I wanted to read; it was much more fun reading it at home at my own pace.

Going out of the house to be with people who shared an interest. While I'm eternally sorry that I'm just a little bit too young to have been able to enjoy the phenomenon of "Computer Clubs" and "User Groups" in the early days of the 8-bit micros, when I was a kid I did have things that I went to each week and enjoyed, along with my peers. Cub Scouts was probably the highlight of these; that was an interesting time where I learned a lot of things that I probably otherwise wouldn't have found out about, had the opportunity to go (extremely heavily supervised) camping, and just generally had a pretty good time. I know that "interest groups" for grown-ups do exist, but I don't really know where to begin looking for them these days — particularly with all the dogshit information that is out there on platforms like Facebook these days. I miss the simplicity of your parents just knowing that there's a Cub Scout pack in the next village over, and wouldn't you like to join it, your friends are going to join!

So there you are. That's my age. I hope you enjoy it.


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#oneaday Day 765: Role-playing

One thing I regret not really getting into when I was younger is role-playing games — of the tabletop variety. Actually, saying I didn't "get into" role-playing games isn't accurate at all; I've bought a whole bunch of sourcebooks over the years (I had a great collection of Vampire: The Masquerade books while at university!) but just, for one reason or another, never really had the chance to play them all that much.

figurines and dice on board game map
Photo by Stephen Hardy on Pexels.com

I have two particularly fond memories of times when I have been able to indulge in some role-playing, and interestingly enough, neither of them involve a well-established, rules-heavy system. In both cases, they were simple acts of collective creativity — and they were vast amounts of fun as a result.

The first time wasn't really an organised session as such. I was in my second year at university, living in a grotty old flat that had very large rooms. Some of my friends from my school days had come down to visit, and they were sleeping in the living room; rather than retiring to my own bedroom down the hall, I decided to sleep in the living room with them. And before long, rather than falling asleep, one of our number kicked off a completely improvised role-playing session where our probably drunk, definitely tired and increasingly delirious selves got our characters into increasingly ridiculous situations — inevitably with the worst possible outcomes constantly happening to one of our number, because that was the funniest way things could go.

I forget the details of the "adventure", such as it was, but I do recall that my friend Edd found himself under attack by a giant penis monster at one point. So, naturally, he decided to cast the spell he'd made up called "REMOVE COCK", and you can imagine what the actual result of that was. It was an utterly ridiculous evening that I will always remember immensely fondly — and not a single die rolled along the way.

The other occasion was when I was around at a friend's house, and one of said friend's friends with whom I had previously become casually acquainted said he was going to run a role-playing game session for us, using what he described as a "freeform system" that he'd devised himself. Said system had just three statistics: Attack, Defence and Power, and all three of those statistics fluctuated according to the things we were doing; you'd "spend" points from each on various actions, and could regain them in various ways, usually by making progress through the adventure.

Because the system was so freeform, we were invited to come up with any kind of character we wanted. Being big into Japanese role-playing games at the time — not like now, obviously — my character was somewhere between a vaguely imagined half-elf character I'd mentally doodled at various points over the prior months, and basically Dante from Devil May Cry. Lots of flashy moves, big sword, pyrotechnics, all that sort of thing. His name was Rush Hurin.

Alongside Rush we had The Luggage from Discworld, a sentient suit of armour named Arryth, a cloud of amorphous pink gas and the archangel Tyrael from Diablo. It was a motley crew to be sure, but we had some grand adventures — and the skill of our dungeon master was such that he was able to devise dungeons and scenarios on the fly that meant we all had an opportunity to shine along the way.

Okay, yes, he pulled puzzles from a straight-up Big Book of Puzzles that he brought along with him — and on more than one occasion we entered a room in a dungeon with an elaborate-looking mechanism that had a big sign on it saying "COME BACK LATER" — but even using that "source material" and occasional little "cheats" to keep things flowing along, we ended up with an enormously entertaining adventure that culminated, as I recall, with us fighting a skyscraper-sized flaming demon, each using our own unique abilities to bring it down in various ways — culminating with The Luggage swallowing it and sending it to an unknown other dimension, as most of our other encounters concluded.

Both of these were great fun, yes, but I also just kind of… hunger for an opportunity to play something as basic bitch as Dungeons & Dragons, even though I know that's not fashionable any more. I always thought Vampire: The Masquerade would be fascinating to play, too — hence why I had a bunch of sourcebooks for it back in my early 20s — but that, more than almost anything else, strikes me as something you very much Need The Right Group For.

Why am I talking about all this? Well, I watched an episode of Mythical Kitchen this evening where they had the cast of Critical Role on there, and it reminded me that I've never… watched, listened to, whatever you do with Critical Role, and I was thinking I should probably correct that at some point. Sure, it's not quite the same as being part of my own campaign, but I think I might enjoy it… maybe it's time to add it to the "bedtime listening" rotation.


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#oneaday Day 764: Just games

There was yet another round of Tedious Discourse™ today over what the word "retro" really means, if anything, when it comes to video games. As always, there were lots of varying definitions, no agreement, and a bunch of people getting in a bit of a flap about it when their definitions of "retro" didn't line up with other people's definition of "retro".

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Photo by GODMODE INTRUST on Pexels.com

Several people, as part of this process, pointed out that the term "retro" is not really all that helpful any more, and I'm inclined to agree. And yes, I'm aware I say this as part of a company that specifically markets itself as "retro gaming"-focused — and someone who has a "Retro Video Games" category on his blog — but what I'm about to talk about applies to all that, also.

My feelings are pretty simple: drop the "retro". They're just games. Zork? Game. Adventure for 2600? Game. The Last of Us? Game. The Witcher 3? Game. Gone Home? Game. (There, that should have covered everything that might piss at least one person off.)

The reason I say this is that as soon as you introduce the word "retro" into the mix, you also introduce a perceived barrier to entry. "Retro gaming" is perceived as a markedly different hobby to "gaming", whereas this doesn't really happen with any other medium. You might have people who are into different genres of books, movies, music, TV shows and suchlike, but you don't get people going "yeah, I'm a retro reader". Even people who make the majority of their reading time involve pre-20th century literature just "enjoy reading" — because most of them don't confine themselves to that one, single niche all of the time. Why? Because that's daft. Just because you like Jane Eyre doesn't mean you can't enjoy The Da Vinci Code or whatever. And you're not any less of a "reader" if you do.

The net effect of this when it comes to gaming is that you get people who will only ever play the latest and greatest games, and if it came out more than three weeks ago it might as well not exist, and you get people who will happily play a triple-A cinematic blockbuster one evening, an 8-bit home computer game another and a PlayStation RPG the next. You also get people who fall somewhere between those two extremes, which is a perfectly reasonable and healthy way to approach things. No-one is saying you have to enjoy everything from throughout the entirety of gaming history, but to draw a completely imaginary "hard cutoff" line between what is "modern" and what is "retro" based on, let's face it, nothing other than vibes is kind of ridiculous.

Case in point: currently, I am playing through Soul Blazer. This is a game originally released for Super NES in 1992 (1994 if you're PAL like me). There is absolutely nothing about this game that someone who has only ever played games released in the last three weeks would not be able to grasp. There's a common misconception that "retro games are complicated, you need to read the manual", but Soul Blazer is literally "move in four directions, hit things with your sword", and everything else is introduced either organically through gameplay, or explicitly told to you. You could release Soul Blazer today, completely unchanged — gorgeous pixel art has never gone out of fashion, thankfully — and it would be regarded as a good game, because it is a good game. It's not a good retro game, it's just a good game.

I think some of this likely originally stems from the crossover between the Mega Drive and SNES era to the age of PlayStation, Saturn and N64. Rumours abounded at the time that developers were specifically being discouraged from making 2D pixel art games on PlayStation, because polygonal 3D — even the relatively janky polygonal 3D of the PlayStation — was regarded as the One True Future. But I'm not sure quite how true that ever was, because one of the absolute most beloved games of that particular period — Castlevania: Symphony of the Night — was resolutely 2D, with only very occasional polygons used for special effects or parallax backgrounds. And there are countless other beautiful, wonderful and well-loved 2D games from that era — particularly on Saturn. Marginally less so on N64, but that was operating in a bit of a world of its own anyway. (Also, play Mischief Makers.)

That doesn't really explain how this sort of thinking appears to have persisted for this long, though. Yes, over the last 20 years or so there very much has been a rise in the sort of gamer who only ever buys that year's Call of Duty, FIFA/Madden or equivalent and leaves it at that, who doesn't really consider the history of the medium. But there seems to be the perception that there are plenty of people who have been gaming since the '80s — even earlier in some cases — who, for whatever reason, will not play anything released before a certain date — or, at the very least, will corral those experiences into a distinct "retro gaming" category, distinct from the implied "proper" modern gaming sector where they spend the majority of their time. I don't doubt people like that exist, but I wonder how widespread they really are.

Some of this is down to access; we're all familiar with that Video Game History Foundation report, or at least I hope we are at this point. But "not commercially available" is by no means the same as "inaccessible" these days. You don't even need original hardware; emulation of pretty much everything up to the Xbox 360 and PlayStation 3 era is in a good place, and after that (some would argue during that period) the newer games consoles were basically just PCs anyway, so outside of a dwindling number of genuine exclusives, you can play all that stuff pretty easily, too. At this point, everyone, everywhere, so long as you have some combination of an Internet connection, a computer and a monitor or TV, can enjoy pretty much any game released within the last 50 years without very much in the way of effort.

And modern rereleases of stuff that first came out many years ago are happening, too, if you don't want to delve into the proverbial high seas! There's Hamster's Arcade and Console Archives series on the current consoles. There are numerous bespoke releases of classic console, computer and arcade games on various platforms. Evercade, the platform I work on, has a huge number of cartridges at this point, covering more that 700 games between them, all of them officially licensed rereleases!

Any perceived barrier to entry that "retro gaming" might have had in the past — be that the technical knowhow required to get old finicky hardware up and running; the possession of vintage CRT TV hardware; an understanding of what "RGB" is; the ability to recap an Xbox or replace the battery in a Dreamcast — has not been there for a good long while, unless you want to enjoy a specific type of experience. (Snobbery over whether you're "doing retro gaming right" is a whole other discussion, mind, and it's hopefully already clear where my opinions fall on that side of things.)

If you enjoy games, you (hopefully) just enjoy games. There is absolutely no rule written down anywhere that places down a hard boundary of what you are allowed to enjoy, based on whatever combination of "year of release" and "age of player" people are using to calculate their completely arbitrary definition of "retro". Sure, some older stuff might take a little adjusting to if you're unfamiliar with it — much as reading Jane Eyre takes a bit of adjustment after reading The Da Vinci Code — but it's still the same basic form of entertainment at heart: push buttons, fun (or at least interesting) stuff happens.

Go on. Spoil yourself. Play something from a system you've never explored before. Revisit a game you haven't played since childhood. Fire up a copy of that one game you always saw in magazines and lusted over, but which you never got for Christmas or birthdays. And, with an appropriately receptive and open mind, I pretty much guarantee that you'll have an experience just as interesting, compelling and worthwhile as if you played something that released last week.


Want to read my thoughts on various video games, visual novels and other popular culture things? Stop by MoeGamer.net, my site for all things fun where I am generally a lot more cheerful. And if you fancy watching some vids on classic games, drop by my YouTube channel.

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#oneaday Day 763: My brain has melted

It's been unbearably hot again today. The thing I hate the most about unbearably hot weather is how lethargic it makes you in both body and mind. It has cooled off a fair bit now the sun has gone down, but my brain is still in a semi-liquid state, meaning it is proving enormously difficult to make myself do anything, even if the anything I choose to do is enjoyable.

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(That said, I'm here, aren't I? So maybe it's all starting to solidify again a bit.)

Patti, being a black cat with a fairly dense coat, has been suffering a bit in the heat, I think. She has taken to spending most of the day in what we call her "hole" — a little bit of the catio that attaches to the cat flap in the back of the house, and which is now a nice shady spot because Andie has put a bunch of seedling trays on top of it. She seems fairly content when she's in there, and she's up, about and active when the worst of the day's heat has passed by, so perhaps she just has the right idea — sleep through the worst of the heat and get up to cause mischief as the sun starts to set. And yes, she's getting plenty of water and the opportunity to cool off in the air conditioned bedroom whenever she wants.

Oliver, meanwhile, has been just fine. He's very much back to his old self: full of energy and mischief, and putting across the distinct impression that he doesn't even know what the word "sad" means. I am glad. I was concerned that his experiences living rough for three weeks might have traumatised him in some way — and perhaps they have — but he certainly seems to have adjusted back to life with us perfectly well.

The only real change we've seen in him — aside from all the weight he had lost when we first found him, which he's mostly put back on again now — is that he seemingly wants to be near one or both of us the vast majority of the time. He doesn't necessarily have to be interacting with us directly — sometimes he just wants to sit on the floor in the hallway near where we're working, or lying on the floor in the spare room next to my study, knowing that I'm there. He also follows me around the house even more than he did previously, which is adorable, but I do worry that one day I will trip right over him!

Andie is also suffering a bit, as she's on some medications that make it difficult for her to regulate her temperature, which I'm sure you can probably appreciate are not ideal to be taking in the middle of a heatwave. I am… kind of sort of OK, aside from the melty brain predicament I described at the start of this post. I often catch myself just sort of staring into space, wanting to go and do something fun, but having great difficulty mustering up the energy and enthusiasm to do so. Still, acknowledging that I am doing this thing, much like I acknowledge elements of my self, thoughts and feelings in therapy, is a helpful step towards breaking out of that cycle and going to do something.

The next challenge I need to tackle is exactly what to spend the remainder of the evening on. I could play some more Soul Blazer, or some Final Fantasy XI, or some Rhythm Paradise Groove, or some Star Fox, or…

Oh dear. I think my brain melted again.


Want to read my thoughts on various video games, visual novels and other popular culture things? Stop by MoeGamer.net, my site for all things fun where I am generally a lot more cheerful. And if you fancy watching some vids on classic games, drop by my YouTube channel.

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#oneaday Day 762: Some nice things

I started typing out a post about how shit everything was. I got to about 600 words, and I even found a really good stock image of some horseshit.

Then I looked at what I had written and thought, "no, I should not give in to despair, even if it does seem like it has been a very long time since anything has happened which I can honestly say is to the betterment of humanity as a whole". So I deleted all of it, replaced the image of horseshit with a picture of Patti (above) and decided that a helpful thought exercise would be to ponder some Nice Things. Doesn't matter what they are, how big they are, how important they are — just that they are Nice Things that I thought were worth celebrating. So let's pick out… ooh, let's say, five, as that's a nice number to work with. And I'm going to focus on gaming because a lot of stuff in gaming sucks right now.

Mike Bithell's new game looks cool

Mike Bithell, of Thomas Was Alone fame, has been teasing his new game for a while, and yesterday he finally revealed it. It's called Vampirium: 1997 and is set in an alternate near-history where Dracula is the king of England, and you are one of his retainers, with dark powers all your own.

Bithell describes the game as an "immersive sim", but if you're thinking of a first-person adventure-style affair — which is what the term "immersive sim" usually gets applied to — you might be surprised to discover that this is a rather more abstract affair that, from what we've seen so far, looks to take a lot of cues from tabletop gaming. The "immersive sim" aspect comes from how you have a lot of freedom to tackle situations as you see fit — supposedly you can "click and combine game tiles to access verbs and craft your own diabolical resolutions". Sounds pretty interesting to me!

The game doesn't have a release date as yet, but will be launching into Early Access in the near future, and having a bunch of stuff added to it as the community gets to grips with it. It will then have a "1.0" release when all that is done, and we should have another great vampire game on our hands.

Wadjet Eye Games is 20 years old

If you (yes, you!) have ever uttered the fateful words "adventure games are dead" at any point in recent history, you have not been paying attention, because one of the absolute best developer-publishers to ever Do That Thing turned 20 years old today. Yes! Wadjet Eye Games has been releasing excellent adventure games since 2006, and their work has been going from strength to strength year after year — both in terms of the stuff they've made themselves, and the titles they've published from other developers.

I honestly, genuinely believe that the point-and-click adventure game is in a better place today than it ever was back in the LucasArts and Sierra heyday; don't get me wrong, I adore the "golden age" games and always will, since they were formative experiences for me. But you cannot look at incredible recent(ish) releases like The Excavation of Hob's Barrow (developed by Cloak & Dagger and published by Wadjet Eye) and Old Skies (developed in-house at Wadjet Eye) and think "nah, it was way better back then".

It fills my heart with gladness to know that amid all the chaos in the games industry right now, a company dedicated to releasing games of the kind it believes in — not what shareholders want, not what passing trends say you "should" be making, not what is supposedly the most profitable — is able to not only survive, but thrive. I sincerely hope Wadjet Eye Games continues to stick around for many years to come.

Scott Pilgrim EX is fun

My limited edition copy of Scott Pilgrim EX, which comes in a lovely oversized NeoGeo-esque clamshell case, arrived yesterday, and I spent most of the evening playing it through. It's a lot of fun! It successfully manages to feel true to the prior game — which is an all-time favourite — while shaking things up a bit and keeping things interesting.

I'll have more to say about this over on MoeGamer at some point in the near future, but suffice it to say for now that I had a lot of fun with my first playthrough — and with a full run through the game only being about 2.5 hours in total, I can see plenty more in my future, particularly with the possibility of online multiplayer in the mix.

Soul Blazer is great

I already knew this, but my recent starting-a-new-playthrough-and-I'll-probably-definitely-finish-it-this-time go at Quintet's awesome SNES action RPG Soul Blazer has reminded me how much I like that game. Again, I will write more about this on MoeGamer when I've actually beaten the damn thing — I'm a little shy of halfway through so far, I believe — but I am happy to say, right now, that if you have never played this delightful little game (and it is pretty little — I reckon it'll take less than 10 hours to beat, which begs the question why I've never gotten around to doing so) then you are very much missing out on one of the most charming 16-bit games there ever was.

I have finished "The Best Bit" of Final Fantasy XI

A lot of people seem to agree that Chains of Promathia is the best bit of Final Fantasy XI and now, outside of the epilogue quests and the optional Bahamut fight (which I might wait to do until I'm level 99 for the sake of simplicity) I have finally beaten it! This has been a kind of "gaming ambition" for me pretty much ever since I played Final Fantasy XI for the first time, and I have finally made it a reality.

This is another thing I would like to write about on MoeGamer in the very near future, so I will simply say that I enjoyed myself, and I'm glad I finally took this journey. I think I need at least a short break before heading off to seek the Treasures of Aht Urhgan though…!


Anyway, those are Five Good Things of Varying Relevance in gaming right now. I post these not to diminish the impact or importance of the Bad Stuff happening at the moment, but instead to hopefully provide a little reprieve. I sincerely wish that everyone who is going through tough times right now — and there are a lot of people going through tough times in the industry right now — is able to at least find some joy in the day-to-day, and doesn't give in to despair; I also hope that many of these people will tell their stories, frankly and honestly, because they need to be told. And they need to be told by the people who have been affected, not by some random idiot on the Internet.

One day, I hope these terrible times will be behind us, and we will be able to look back on them and go "fucking hell, never do that again". Until then, take care of yourselves. Don't give up. And play Soul Blazer.


Want to read my thoughts on various video games, visual novels and other popular culture things? Stop by MoeGamer.net, my site for all things fun where I am generally a lot more cheerful. And if you fancy watching some vids on classic games, drop by my YouTube channel.

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#oneaday Day 761: The depths of the id

I think one of the hardest things to watch during the latest of myriad sessions of layoffs over at XBOX, The Everything Console has been seeing id Software be gutted. Everyone has That One Company who always made stuff that they liked, which has been there since their childhood, and for me I think that company is id Software.

Some of my fondest memories of playing games in the early (relatively speaking) days of PC gaming were of id Software titles. Commander Keen. Wolfenstein 3-D. Doom. Quake. All absolute legends of gaming history, each for their own reasons.

I didn't just love id's games for the games themselves — though that was a big part of it. I loved them for the way they brought my friends and I together over shared enjoyment of them. I loved them for helping me come out of my shell a bit and do some part-time work for a local shareware library. I loved them for how they allowed me to relate to the people I worked alongside during my Year 10 work experience in the PC Zone offices.

And, of course, I loved them for introducing me to shareware, providing me with hours of entertainment for absolutely no cost whatsoever. I played the shareware episodes of Commander Keen, Wolfenstein 3-D and Doom to absolute death, only coming to the full versions some time later — many years later in some cases. At the time I was playing these games, I was still a teenager, and not financially independent enough to do something as serious as mail-ordering the full version of a game from the States. I kind of wish I had at least ordered a copy of Doom; those original mail-order boxed versions are worth a fair bit now!

And there's all the surrounding culture, too. Wolfenstein 3-D introduced me to modding games. I'm not generally a huge fan of modding games these days, but back in the Wolfenstein 3-D and Doom days I found it fascinating, and highly enjoyable to make Wolfenstein 3-D maps in particular. (At the time, I found Doom editing to be a bit confusing and never really got on with it. Maybe I should try it again now I am old and, in theory, less stupid.) Hell, as I've told the story numerous times before, modding Wolfenstein 3-D once earned me $200 and a place in the official "Super Upgrades" expansion pack by Apogee — an oft-forgotten but nonetheless official addon to the original game.

Of course I'm aware that the id Software of today is very different from the id Software I grew up with — but I'm sure there were at least some people who have built a whole career and a life there. While the company isn't going away entirely, I am saddened to see it take such a devastating blow; the current state of the games industry is, frankly, really quite worrying, and I'm concerned a lot of well-established names aren't going to survive what is increasingly looking like a full-on crash.

I'm not going to be angry and yell about what has happened, for a variety of reasons. Most of all I just want to raise a glass to id Software, makers of some of the greatest games of all time, and celebrate the amazing times they have given me over the years — and continue to give me, as I so often return to their most famous works.

Who knows what the future holds? I certainly don't. I sincerely hope that, in the long term, it looks a lot brighter, especially for everyone who has been affected by Recent Happenings.


Want to read my thoughts on various video games, visual novels and other popular culture things? Stop by MoeGamer.net, my site for all things fun where I am generally a lot more cheerful. And if you fancy watching some vids on classic games, drop by my YouTube channel.

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